Game Design

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Game design

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From Wikipedia, the free encyclopedia

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This article includes a list of references, but its sources remain unclear because it has
insufficient inline citations. Please help to improve this article by introducing more
precise citations. (December 2014)
Game design is the art of applying design and aesthetics to create a game to facilitate
interaction between players for entertainment or for medical, educational, or
experimental purposes. Game design can be applied both to games and, increasingly,
to other interactions, particularly virtual ones (see gamification).
Game design creates goals, rules, and challenges to define a sport, tabletop game,
casino game, video game, role-playing game, or simulation that produces desirable
interactions among its participants and, possibly, spectators.
Academically, game design is part of game studies, while game theory studies strategic
decision making (primarily in non-game situations). Games have historically inspired
seminal research in the fields of probability, artificial intelligence, economics, and
optimization theory. Applying game design to itself is a current research topic in
metadesign.

History
This section does not cite any sources. Please help improve this section by adding
citations to reliable sources. Unsourced material may be challenged and removed.
(December 2014)
Sports (see history of sports), gambling, and board games are known, respectively, to
have existed for at least ten thousand, six thousand, and five thousand years.

Folk process
Tabletop games played today whose descent can be traced from ancient times include
chess, go, pachisi, backgammon, mahjong, mancala, and pick-up sticks. The rules of
these games were not codified until early modern times and their features gradually
evolved and changed over time, through the folk process. Given this, these games are
not considered to have had a designer or been the result of a design process in the
modern sense.
After the rise of commercial game publishing in the late 19th century, many games
which had formerly evolved via folk processes became commercial properties, often
with custom scoring pads or preprepared material. For example, the similar public
domain games Generala, Yacht, and Yatzy led to the commercial game Yahtzee in the
mid-1950s.

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Today, many commercial games, such as Taboo, Balderdash, Pictionary, or Time's Up!,
are descended from traditional parlour games. Adapting traditional games to become
commercial properties is an example of game design.
Similarly, many sports, such as soccer and baseball, are the result of folk processes,
while others were designed, such as basketball, invented in 1891 by James Naismith.

New media
Technological advances have provided new media for games throughout history. The
printing press allowed packs of playing cards, adapted from Mahjong tiles, to be
mass-produced, leading to many new card games. Accurate topographic maps
produced as lithographs and provided free to Prussian officers helped popularize
wargaming. Cheap bookbinding (printed labels wrapped around cardboard) led to
mass-produced board games with custom boards. Inexpensive (hollow) lead figurine
casting contributed to the development of miniature wargaming. Cheap custom dice
led to poker dice. Flying discs led to disc golf and Ultimate. Personal computers
contributed to the popularity of computer games, leading to the wide availability of
video game consoles and video games. Smart phones have led to a proliferation of
mobile games.
The first games in a new medium are frequently adaptations of older games. Pong, one
of the first widely disseminated video games, adapted table tennis. Later games will
often exploit distinctive properties of a new medium. Adapting older games and
creating original games for new media are both examples of game design.

Theory
Main article: Game studies
Game studies or gaming theory is a discipline that deals with the critical study of
games, game design, players, and their role in society and culture. Prior to the
late-twentieth century, the academic study of games was rare and limited to fields such
as history and anthropology. As the video game revolution took off in the early 1980s,
so did academic interest in games, resulting in a field that draws on diverse
methodologies and schools of thought. These influences may be characterized broadly
in three ways: the social science approach, the humanities approach, and the industry
and engineering approach.[1]
Broadly speaking, the social scientific approach has concerned itself with the question
of "What do games do to people?" Using tools and methods such as surveys,
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controlled laboratory experiments, and ethnography researchers have investigated both
the positive and negative impacts that playing games could have on people. More
sociologically-informed research has sought to move away from simplistic ideas of
gaming as either 'negative' or 'positive', but rather seeking to understand its role and
location in the complexities of everyday life.[2]
In general terms, the humanities approach has concerned itself with the question of
"What meanings are made through games?" Using tools and methods such as
interviews, ethnographies and participant observation, researchers have investigated
the various roles that videogames play in people's lives and activities together with the
meaning they assign to their experiences.[3]
From an industry perspective, a lot of game studies research can be seen as the
academic response to the videogame industry's questions regarding the products it
creates and sells. The main question this approach deals with can be summarized as
"How can we create better games?" with the accompanying "What makes a game
good?" "Good" can be taken to mean many different things, including providing an
entertaining and an engaging experience, being easy to learn and play, and being
innovative and having novel experiences. Different approaches to studying this problem
have included looking at describing how to design games[4][5] and extracting guidelines
and rules of thumb for making better games[6]

Strategic decision making
Main article: Game theory
Game theory is a study of strategic decision making. Specifically, it is "the study of
mathematical models of conflict and cooperation between intelligent rational decisionmakers".[7] An alternative term suggested "as a more descriptive name for the
discipline" is interactive decision theory.[8] The subject first addressed zero-sum games,
such that one person's gains exactly equal net losses of the other participant or
participants.[9] Today, however, game theory applies to a wide range of behavioral
relations, and has developed into an umbrella term for the logical side of decision
science.
The games studied in game theory are well-defined mathematical objects. To be fully
defined, a game must specify the following elements: the players of the game, the
information and actions available to each player at each decision point, and the payoffs
for each outcome. (Rasmusen refers to these four "essential elements" by the acronym
"PAPI".)[10] A game theorist typically uses these elements, along with a solution concept
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of their choosing, to deduce a set of equilibrium strategies for each player such that,
when these strategies are employed, no player can profit by unilaterally deviating from
their strategy. These equilibrium strategies determine an equilibrium to the game—a
stable state in which either one outcome occurs or a set of outcomes occur with known
probability.

Design elements
Games can be characterized by "what the player does."[11] This is often referred to as
gameplay. Major key elements identified in this context are tools and rules that define
the overall context of game.

Tools of play
Games are often classified by the components required to play them (e.g. miniatures, a
ball, cards, a board and pieces, or a computer). In places where the use of leather is well
established, the ball has been a popular game piece throughout recorded history,
resulting in a worldwide popularity of ball games such as rugby, basketball, football,
cricket, tennis, and volleyball. Other tools are more idiosyncratic to a certain region.
Many countries in Europe, for instance, have unique standard decks of playing cards.
Other games such as chess may be traced primarily through the development and
evolution of its game pieces.
Many game tools are tokens, meant to represent other things. A token may be a pawn
on a board, play money, or an intangible item such as a point scored.
Games such as hide-and-seek or tag do not utilise any obvious tool; rather, their
interactivity is defined by the environment. Games with the same or similar rules may
have different gameplay if the environment is altered. For example, hide-and-seek in a
school building differs from the same game in a park; an auto race can be radically
different depending on the track or street course, even with the same cars.

Rule development
See also: Game mechanics, gameplay and Balance (game design)
Whereas games are often characterized by their tools, they are often defined by their
rules. While rules are subject to variations and changes, enough change in the rules
usually results in a "new" game. There are exceptions to this in that some games
deliberately involve the changing of their own rules, but even then there are often

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immutable meta-rules.
Rules generally determine turn order, the rights and responsibilities of the players, and
each player's goals. Player rights may include when they may spend resources or move
tokens.
Victory conditions
Common win conditions are being first to amass a certain quota of points or tokens (as
in Settlers of Catan), having the greatest number of tokens at the end of the game (as in
Monopoly), or some relationship of one's game tokens to those of one's opponent (as
in chess's checkmate).

Single or multiplayer
Most games require multiple players. However, single-player games are unique in
respect to the type of challenges a player faces. Many games described as "singleplayer" may be termed actually puzzles or recreations. Unlike a game with multiple
players competing with or against each other to reach the game's goal, a one-player
game is a battle solely against an element of the environment (an artificial opponent),
against one's own skills, against time, or against chance.

Storyline and plot
Stories told in games may focus on narrative elements that can be communicated
through the use of mechanics and player choice. Narrative plots in games generally
have a clearly defined and simplistic structure. Mechanical choices on the part of the
designer(s) often drastically effect narrative elements in the game. However, due to a
lack of unified and standardized teaching and understanding of narrative elements in
games, individual interpretations, methods, and terminology vary wildly. Because of
this, most narrative elements in games are created unconsciously and intuitively.
However, as a general rule, game narratives increase in complexity and scale as player
choice or game mechanics increase in complexity and scale. One example of this is
removing a players ability to directly affect the plot for a limited time. This lack of player
choice necessitates an increase in mechanical complexity, and could be used as a
metaphor to symbolize depression that is felt by a character in the narrative.

Luck and strategy
A game's tools and rules will result in its requiring skill, strategy, luck, or a combination
thereof, and are classified accordingly.

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Games of skill include games of physical skill, such as wrestling, tug of war, hopscotch,
target shooting, and stake, and games of mental skill such as checkers and chess.
Games of strategy include checkers, chess, go, arimaa, and tic-tac-toe, and often
require special equipment to play them. Games of chance include gambling games
(blackjack, mah-jongg, roulette, etc.), as well as snakes and ladders and rock, paper,
scissors; most require equipment such as cards or dice.
Most games contain two or all three of these elements. For example, American football
and baseball involve both physical skill and strategy while tiddlywinks, poker, and
Monopoly combine strategy and chance. Many card and board games combine all
three; most trick-taking games involve mental skill, strategy, and an element of chance,
as do many strategic board games such as Risk, Settlers of Catan, and Carcassonne.

Use as educational tool
Further information: Learning through play
By learning through play[a] children can develop social and cognitive skills, mature
emotionally, and gain the self-confidence required to engage in new experiences and
environments.[12] Key ways that young children learn include playing, being with other
people, being active, exploring and new experiences, talking to themselves,
communication with others, meeting physical and mental challenges, being shown how
to do new things, practicing and repeating skills and having fun.[13]
Play develops children's content knowledge and provides children the opportunity to
develop social skills, competences and disposition to learn.[14] Play-based learning is
based on a Vygotskian model of scaffolding where the teacher pays attention on
specific elements of the play activity and provides encouragement and feedback on
children's learning.[15] When children engage in real-life and imaginary activities, play
can be challenging in children's thinking.[16] To extend the learning process, sensitive
intervention can be provided with adult support when necessary during play-based
learning.[15]

Development process
Development team
Game artist

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Main article: Game artist
A game artist is an artist who creates art for one or more types of games. Game artists
are responsible for all of the aspects of game development that call for visual art.[17]
Game artists are often noted in role-playing games, collectible card games and video
games.[18]

Testing
Main article: Game testing
Game testing, a subset of game development, is a software testing process for quality
control of video games.[19][20][21] The primary function of game testing is the discovery
and documentation of software defects (aka bugs). Interactive entertainment software
testing is a highly technical field requiring computing expertise, analytic competence,
critical evaluation skills, and endurance.[22][23] In recent years the field of game testing
has come under fire for being excessively strenuous and unrewarding, both financially
and emotionally.[24]

Strategies
Board games

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Charles Darrow's 1935 patent for Monopoly includes specific design elements
developed during the prototype phase. Prototypes are very common in the later stages
of board game design, and "prototype circles" in many cities today provide an
opportunity for designers to play and critique each other's games.[25][26]
Board game design is the development of rules and presentational aspects of a board
game. When a player takes part in a game, it is the player's self-subjection to the rules
that creates a sense of purpose for the duration of the game.[25] Maintaining the
players' interest throughout the gameplay experience is the goal of board game
design.[26] To achieve this, board game designers emphasize different aspects such as
social interaction, strategy, and competition, and target players of differing needs by
providing for short versus long-play, and luck versus skill.[26] Beyond this, board game
design reflects the culture in which the board game is produced.
The most ancient board games known today are over 5000 years old. They are
frequently abstract in character and their design is primarily focused on a core set of
simple rules. Of those that are still played today, games like go (c.400BC), mancala
(c.700AD), and chess (c.600AD) have gone through many presentational and/or rule
variations. In the case of chess, for example, new variants are developed constantly, to
focus on certain aspects of the game, or just for variation's sake.
Traditional board games date from the 19th and early 20th century. Whereas ancient
board game design was primarily focused on rules alone, traditional board games were
often influenced by Victorian mores. Academic (e.g. history and geography) and moral
didacticism were important design features for traditional games, and Puritan
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associations between dice and the Devil meant that early American game designers
eschewed their use in board games entirely.[27] Even traditional games that did use
dice, like Monopoly (based on the 1906 The Landlord's Game), were rooted in
educational efforts to explain political concepts to the masses. By the 1930s and 1940s,
board game design began to emphasize amusement over education, and characters
from comic strips, radio programmes, and (in the 1950s) television shows began to be
featured in board game adaptations.[27]
Recent developments in modern board game design can be traced to the 1980s in
Germany, and have led to increased popularity of "German-style board games" (also
known as "Eurogames" or "designer games"). The design emphasis of these board
games is to give players meaningful choices.[25] This is manifested by eliminating
elements like randomness and luck to be replaced by skill, strategy, and resource
competition, by removing the potential for players to fall irreversibly behind in the early
stages of a game, and by reducing the number of rules and possible player options to
produce what Alan R. Moon has described as "elegant game design".[25] The concept
of elegant game design has been identified by The Boston Globe's Leon Neyfakh as
related to Mihaly Csikszentmihalyi's concept of "flow" from his 1990 book, "Flow: The
Psychology of Optimal Experience".[25]
Modern technological advances have had a democratizing effect on board game
design, with services like Kickstarter providing designers with essential startup capital
and tools like 3D printers facilitating the production of game pieces and board game
prototypes.[28][29] A modern adaptation of figure games are miniature wargames like
Warhammer 40,000.

Card games
This section requires expansion. (May 2014)
The design of card games is constricted by the type of the deck of cards, like Tarot or
the four-suited Latin decks. Card games can be played for fun, like Go Fish, or for profit
like Poker.
In Asian cultures, special sets of tiles can serve the same function as cards, as in
mahjong, a game similar to (and thought to be the distant ancestor of) the Western card
game rummy. Western dominoes games are believed to have developed from Asian tile
games in the 18th century.
Magic: The Gathering was the first collectible card game (or "trading card game") in
1993.[citation needed]

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The line between card and board games is not clear-cut, as many card games, such as
solitaire, involve playing cards to form a "tableau", a spatial layout or board. Many
board games, in turn, uses specialized decks of cards as randomization devices, such as
a sub-type of wargames called card-driven wargames.

Dice games
This section may stray from the topic of the article. Please help improve this section or
discuss this issue on the talk page. (December 2014)

A set of poker dice and a dice cup
Dice games are among the oldest known games and have often been associated with
gambling. The oldest known dice game is a backgammon set that was discovered by
archaeologists excavating the site of the Burnt City, which was abandoned in 2100
BC.[30] Non-gambling dice games, such as Yatzy, Poker dice, or Yahtzee became
popular in the mid-20th century.
The line between dice and board games is not clear-cut, as dice are often used as
randomization devices in board games, such as Monopoly or Risk, while serving as the
central drivers of play in games such as Backgammon or Pachisi.

Casino games
See also: House edge

All casino games are designed to mathematically favor the house. The house edge for a
slot machine can range widely between 2 and 15 percent.[31]
Casino game design can entail the creation of an entirely new casino game, the creation

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of a variation on an existing casino game, or the creation of a new side bet on an
existing casino game.[32] Casino game mathematician, Michael Shackleford has noted
that it is much more common for casino game designers today to make successful
variations than entirely new casino games.[33] Gambling columnist John Grochowski
points to the emergence of community-style slot machines in the mid-1990s, for
example, as a successful variation on an existing casino game type.[34] Unlike the
majority of other games which are designed primarily in the interest of the player, one
of the central aims of casino game design is to optimise the house advantage and
maximise revenue from gamblers. Successful casino game design works to provide
entertainment for the player and revenue for the gambling house. To maximise player
entertainment, casino games are designed with simple easy-to-learn rules that
emphasize winning (i.e. whose rules enumerate many victory conditions and few loss
conditions[33]), and that provide players with a variety of different gameplay postures
(e.g. card hands).[32] Player entertainment value is also enhanced by providing gamblers
with familiar gaming elements (e.g. dice and cards) in new casino games.[32][33] To
maximise success for the gambling house, casino games are designed to be easy for
croupiers to operate and for pit managers to oversee.[32][33] The two most fundamental
rules of casino game design is that the games must be non-fraudable[32] (including
being as nearly as possible immune from advantage gambling[33]), and that they must
mathematically favor the house winning. Shackleford suggests that the optimum casino
game design should give the house an edge of smaller than 5%.[33]

Role-playing games
This section does not cite any sources. Please help improve this section by adding
citations to reliable sources. Unsourced material may be challenged and removed.
(December 2014)
See also: List of role-playing game designers
The design of role-playing games requires the establishment of setting, characters, and
basic gameplay rules or mechanics. After a role-playing game is produced, additional
design elements are often devised by the players themselves. In many instances, for
example, character creation is left to the players. Likewise, the progression of a
role-playing game is determined in large part by the gamemaster whose individual
campaign design may be directed by one of several role-playing game theories.
There is no central core for tabletop role-playing game theory because different people
want such different things out of the games. Probably the most famous category of RPG
theory, GNS Theory assumes that people want one of three things out of the game – a

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better, more interestingly challenging game, to create a more interesting story, or a
better simulation – in other words better rules to support worldbuilding. GNS Theory
has been abandoned by its creator, partly because it neglects emotional investment,
and partly because it just didn't work properly. There are techniques that people use
(such as dice pools) to better create the game they want – but with no consistent goal
or agreement for what makes for a good game there's no overarching theory generally
agreed on.[citation needed]

Sports
This section requires expansion. (December 2014)
Sports games are made with the same rules as the sport the game portrays.
[clarification needed][35][36][37]

Video games
Main article: Video game design

Video game prototypes created during the pre-production design phase are often used
as a proof of concept for the implementation of new rules or gameplay features.
Video game design is a process that takes place in the pre-production phase of video
game development. In the video game industry, game design describes the creation of
the content and rules of a video game.[38] The goal of this process for the game
designer is to provide players with the opportunity to make meaningful decisions in
relation to playing the game.[38] Elements of video game design such as the
establishment of fundamental gameplay rules provide a framework within which players
will operate, while the addition of narrative structures provide players with a reason to
care about playing the game.[39] To establish the rules and narrative, an internallyconsistent game world is created, requiring visual, audio, and programming
development for world, character, and level design. The amount of work that is required
to accomplish this often demands the use of a design team which may be divided into

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smaller game design disciplines.[40] In order to maintain internal consistency between
the teams, a specialized software design document known as a "game design
document" (and sometimes an even broader scope "game bible" document) provides
overall contextual guidance on ambient mood, appropriate tone, and other less
tangible aspects of the game world.[41]
An important aspect of video game design is human-computer interaction.[42]

War games
This section requires expansion. (May 2014)

H. G. Wells playing Little Wars
The first military war games, or Kriegsspiel, were designed in Prussia in the 19th century
to train staff officers.[43] They are also played as a hobby for entertainment.
Modern war games are designed to test doctrines, strategies and tactics in full scale
exercises with opposing forces at venues like the NTC, JRTC and the JMRC, involving
NATO countries.

See also
Games portal
Video games portal

Gamification
Play (activity)
Video game design

Notes
1. ^ a term used in education and psychology to describe how a child can learn to

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make sense of the world around them

References
1. ^ Konzack, Lars (2007). "Rhetorics of Computer and Video Game Research" in
Williams & Smith (ed.) The Players' Realm: Studies on the Culture of Video Games
and gaming. McFarland.
2. ^ Crawford, G. (2012). Video Gamers. London: Routledge.
3. ^ Consalvo, 2007[full citation needed]
4. ^ Griffiths, M. (1999). "Violent video games and aggression: A review of the
literature" (PDF). Aggression and violent behavior 4 (2): 203–212. Archived (PDF)
from the original on 26 November 2013.
5. ^ Rollings and Morris, 2000;[full citation needed] Rouse III, 2001[full citation needed]
6. ^ Fabricatore et al., 2002;[full citation needed] Falstein, 2004[full citation needed]
7. ^ Roger B. Myerson (1991). Game Theory: Analysis of Conflict, Harvard University
Press, p. 1. Chapter-preview links, pp. vii–xi.
8. ^ R. J. Aumann ([1987] 2008). "game theory," Introduction, The New Palgrave
Dictionary of Economics, 2nd Edition. Abstract.
9. ^ Leonard, Robert (2010), Von Neumann, Morgenstern, and the Creation of Game
Theory, New York: Cambridge University Press, ISBN 9780521562669
10. ^ • Eric Rasmusen (2007). Games and Information, 4th ed. Description and
chapter-preview.
• David M. Kreps (1990). Game Theory and Economic Modelling. Description.
• R. Aumann and S. Hart, ed. (1992, 2002). Handbook of Game Theory with
Economic Applications v. 1, ch. 3–6 and v. 3, ch. 43.
11. ^ Crawford, Chris (2003). Chris Crawford on Game Design. New Riders.
ISBN 0-88134-117-7.
12. ^ Human growth and the development of personality, Jack Kahn, S usan Elinor
Wright, Pergamon Press, ISBN 978-1-59486-068-3
13. ^ Learning, playing and interacting. Good practice in early years foundation stage.
Page 9[full citation needed]
14. ^ Wood, E. and J. Attfield. (2005). Play, learning and the early childhood
curriculum. 2nd ed. London: Paul Chapman
15. ^ a b Martlew, J., Stephen, C. & Ellis, J. (2011). Play in the primary school
classroom? The experience of teachers supporting children's learning through a
new pedagogy. Early Years, 31(1), 71–83.
16. ^ Whitebread, D., Coltman, P., Jameson, H. & Lander, R. (2009). Play, cognition
and self regulation: What exactly are children learning when they learn through
play? Educational & Child Psychology, 26(2), 40–52.
17. ^ Gamespot UK – So You Want To Be An: Artist – Accessed 17 November 2012.
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18. ^ Exhibitions: The Art of Video Games – Accessed 17 November 2012.
19. ^ Bates 2004, pp. 176–180
20. ^ Moore, Novak 2010, p. 95
21. ^ Oxland 2004, p. 301-302
22. ^ Bates 2004, pp. 178, 180
23. ^ Oxland 2004, p. 301
24. ^ "The Tough Life of a Games Tester" from IGN
25. ^ a b c d e Neyfakh, Leon. "Quest for fun; Sometimes the most addictive new
technology comes in a simple cardboard box". Boston Globe. 11 March 2012
26. ^ a b c Wadley, Carma. "Rules of the game: Do you have what it takes to invent
the next 'Monopoly'?" Deseret News. 18 November 2008.
27. ^ a b Johnson, Bruce E. "Board games: affordable and abundant, boxed
amusements from the 1930s and '40s recall the cultural climate of an era."
Country Living. 1 December 1997.
28. ^ Whigfield, Nick. "Video Hasn't Killed Interest in Board Games ; New
Technologies Have Contributed to Revival of Tabletop Entertainment". The Irish
Times. 12 May 2014.
29. ^ Hesse, Monica. "Rolling the dice on a jolly good pastime". The Washington
Post. 29 August 2011.
30. ^ "PressTV – Burnt City, key to lost civilization". PressTV. Retrieved 5 March 2015.
31. ^ Shackleford, Michael. "House Edge of casino games compared".
Wizardofodds.com. Retrieved 9 December 2013.
32. ^ a b c d e Lubin, Dan. "Casino Game Design: From Cocktail Napkin Sketch to
Casino Floor". Available: [1]. Retrieved 13 December 2014.
33. ^ a b c d e f Shackleford, Michael. "Ten Commandments for Game Inventors".
Wizardofodds.com. Retrieved 13 December 2014.
34. ^ Grochowski, John. "Gaming Guru: Tracing Back the Roots of Some Popular
Gaming Machines at Casinos". The Press of Atlantic City. 28 August 2013.
35. ^ "The Designer's Notebook: Designing and Developing Sports Games".
Gamasutra. Retrieved on 15 December 2014.
36. ^ "Game Design: Sports Games". stevevincent.info. Retrieved on 14 December
2014
37. ^ "Fundamentals of Sports Game Design" (PDF). Retrieved on 15 December 2014.
38. ^ a b Brathwaite, Brenda; Schreiber, Ian (2009). Challenges for Game Designers.
Charles River Media. pp. 2–5. ISBN 158450580X.
39. ^ Lecky-Thompson, Guy W. (2008). Video Game Design Revealed. Cengage
Learning. pp. 43–45. ISBN 1584506075.
40. ^ Dille, Flint; Platten, John Zuur (2007). The Ultimate Guide to Video Game
Writing and Design. Lone Eagle. pp. 137–149. ISBN 158065066X.
41. ^ Rogers, Scott (2010). Level Up!: The Guide to Great Video Game Design. John
Wiley & Sons. pp. 57–81. ISBN 0470970928.
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42. ^ Barr, Pippin. "Video Game Values – Play as Human-Computer Interaction" (PDF).
Retrieved 9 December 2014.
43. ^ Lischka, Konrad (22 June 2009). "Wie preußische Militärs den Rollenspiel-Ahnen
erfanden". Der Spiegel (in German). Retrieved 15 February 2010.
Bates, Bob (2004). Game Design (2nd ed.). Thomson Course Technology.
ISBN 1-59200-493-8.
Moore, Michael E.; Novak, Jeannie (2010). Game Industry Career Guide. Delmar:
Cengage Learning. ISBN 978-1-4283-7647-2.
Oxland, Kevin (2004). Gameplay and design. Addison Wesley.
ISBN 0-321-20467-0.

Further reading
Baur, Wolfgang. Complete Kobold Guide to Game Design. Open Design LLC
2012. ISBN 978-1936781065
Burgun, Keith. Game Design Theory: A New Philosophy for Understanding
Games. Publisher: A K Peters/CRC Press 2012. ISBN 978-1466554207
Costikyan, Greg. Uncertainty in Games. MIT Press 2013. ISBN 978-0262018968
Elias, George Skaff. Characteristics of Games. MIT Press 2012. ISBN
978-0262017138
Hofer, Margaret. The Games We Played: The Golden Age of Board & Table
Games. Princeton Architectural Press 2003. ISBN 978-1568983974
Huizinga, Johan. Homo Ludens: A Study of the Play-Element in Culture. Beacon
Press 1971. ISBN 978-0807046814
Kankaanranta, Marja Helena. Design and Use of Serious Games (Intelligent
Systems, Control and Automation: Science and Engineering). Springer 2009. ISBN
978-9048181414.
Norman, Donald A. The Design of Everyday Things. Basic Books 2002. ISBN
978-0465067107.
Peek, Steven. The Game Inventor's Handbook. Betterway Books 1993. ISBN
978-1558703155
Peterson, Jon. Playing at the World. Unreason Press 2012. ISBN 978-0615642048.
Schell, Jesse. The Art of Game Design: A book of lenses. CRC Press 2008. ISBN
978-0123694966
Salen Tekinbad, Katie. Rules of Play: Game Design Fundamentals. The MIT Press
2003. ISBN 978-0262240451.
Tinsman, Brian. The Game Inventor's Guidebook: How to Invent and Sell Board
Games, Card Games, Role-Playing Games, & Everything in Between! Morgan
James Publishing 2008. ISBN 978-1600374470
Woods, Stewart. Eurogames: The Design, Culture and Play of Modern European
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Board Games. McFarland 2012. 978-0786467976
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Game design
Introduction
History
1. Folk process
2. New media
Theory
1. Strategic decision making
Design elements
1. Tools of play
2. Rule development
3. Single or multiplayer
4. Storyline and plot
5. Luck and strategy
6. Use as educational tool
Development process
1. Development team
2. Testing
Strategies
1. Board games
2. Card games
3. Dice games
4. Casino games
5. Role-playing games
6. Sports
7. Video games
8. War games
See also
Notes
References
Further reading

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